Professional Documents
Culture Documents
Copyright © 2002 SAGE Publications (London, Thousand Oaks, CA and New Delhi)
Vol 2(3): 298–322 [1469-6053(200210)2:3;298–322;027538]
ABSTRACT
Disney animated movies have received abundant critical attention
over the past 30 years as a quintessentially American manifestation
of popular culture and as an expression of corporate and hegemonic
ideology. A recent blockbuster film prompts me, as an archaeologist,
to consider another aspect of this genre. I am interested in why
Disney’s The Emperor’s New Groove explicitly does not name the
archaeological society in which its action is situated (Inca Peru),
although this is readily recognizable to archaeologists, and the
purpose that this sort of unacknowledged cultural plundering serves.
I argue that beyond an understandable ‘artistic license’ with the past
(thus Disney did not have to worry about issues of authenticity), this
movie (and others of its genre) manifests profound and disturbing
objectifications, essentializations, exoticizations and appropriations.
These issues implicate current theoretical discussions of simulacra and
representation, postmodern spectatorship, placelessness and travel.
KEYWORDS
appropriation ● cultural heritage ● Disney ● hyperreality ● identity ●
Peru ● postmodern spectatorship ● simulacra
298
02 Silverman (JG/d) 1/10/02 2:09 pm Page 299
Critical studies of the Disney oeuvre are numerous, notably in the fields
of Communication, Education, and Cultural Studies (e.g. Aidman, 1999;
Bell et al., 1995; Byrne and McQuillan, 1999; Cubitt, 2000; Dorfman and
Mattelart, 1971; Giroux, 1999; Picker and Chyng Feng Sun, 2000; Schickel,
1968). One of the earliest and still one of the most influential critiques is
Para Leer el Pato Donald (How to Read Donald Duck) (Dorfman and
Mattelart, 1971), a Chilean indictment of Disney, which was written during
the brief freedom of Salvador Allende’s socialist government.
Dorfman and Mattelart’s decolonizing treatise recognizes and decon-
structs an economic and cultural imperialist ideology in Disney’s seemingly
innocuous comic book characters. They argue that Disney is representing
the ideological superstructure of an advanced capitalistic society in which
primary and secondary sector productive work is no longer done, but only
tertiary sector services. Conflict has no social base but is, rather, the outcome
of oppositional individual personalities. For Dorfman and Mattelart, the
Disney comics are an instruction guide of how underdeveloped Third World
peoples are to have dependent, consumerist relations with the First World
centres of international capitalism. ‘The situation is such that the only
relationship the inhabitant of the center can have with the inhabitant of the
periphery is dominated by the exoticism industry . . . tourism [is] based on
nostalgia for a lost, pure primitivism . . . a picture postcard for a service
sector only world’ (Dorfman and Mattelart, 1971: 154, author’s translation).
Now, decades later, one can again look at Disney in a Latin American
context. Disney has created The Emperor’s New Groove (henceforth,
Groove), a feature-length animated movie that archaeologists will readily
recognize as set in Inca Peru, but whose action Disney never geographi-
cally situates or culturally identifies. This anonymity combined with
Groove’s content (imagery, action, dialogue) go to the heart of issues
considered in Para Leer el Pato Donald, such as identity, history and auth-
ority in our transnational, deterritorialized, decentered and culturally
hybrid world. As Appadurai has observed, ‘The past is now not a land to
return to in a simple politics of memory. It has become a synchronic ware-
house of cultural scenarios, a kind of temporal central casting, to which
recourse can be taken as appropriate, depending on the movie to be made,
the scene to be enacted . . . the apparent increasing substitutability of whole
periods and postures for one another, in the cultural styles of advanced
capitalism, is tied to larger global forces’ (Appadurai, 1996: 30–31).
As a quintessential form of American public culture, animated movies
may be examined as a site where collective social understandings are
created and in which the politics of signification are engaged (see Hall,
1985: 36). The visual signifiers in these animated movies (one of many forms
of media) are interpreted uncritically by most viewers in accordance with
02 Silverman (JG/d) 1/10/02 2:09 pm Page 300
■ METHODOLOGY
The methodology on which this article is based is far different from that
which I employ as an archaeologist. The data I report herein are derived
from the only source from which these could be available, the actual
animated movie. I saw Groove in a local movie theater when it first opened
in December 2000, and I subsequently purchased the ‘Ultimate 2 Disc DVD
Edition’ (henceforth, deluxe DVD) as soon as that became available. I
specifically chose that version as my text because the deluxe DVD contains
the movie itself (which, on DVD, is easy to start, stop and track) and a
supplementary disk with ‘behind-the-scenes’ discussions by the movie’s
director, producer and other key Disney personnel about how the story was
developed, visually conceived, animated, musically scored and publicized.
I was unable to interview the principals in the Disney offices.
In addition, I tracked and read a substantial amount of information about
Groove posted on the World Wide Web. These websites varied greatly: the
Disney official site; avocational members of The Online Film Critics Society,
such as upcomingmovies.com; independents, such as joblo.com, who live
precariously on the Internet through their marketing of other businesses’
merchandise; and prosperous diversified entertainment networks, such as
fangen.net, which recently subsumed thefilmcritiquer.com. Similarly, it is
important to appreciate this web diversity of film commentary in the context
02 Silverman (JG/d) 1/10/02 2:09 pm Page 301
of the various forms that film production takes in the USA, such as studio,
avant garde, mainstream, independent, conservative, liberal and so on.
Disney (and, specifically, Walt Disney Feature Animation) is a conservative
mainstream powerhouse studio, albeit with extraordinary visual imagination
and superb technology.
Using the Movie Review Query Engine I also compiled a total of 55
published reviews of Groove. In addition, I read 95 individually posted
reviews of Groove on the IMDb (Internet Movie Database) website. I take
these 150 reviews to be a random and representative sample of all reviews
of Groove circulating in the USA.
synchronizing all time periods and all cultures into a single atemporal
juxtaposition.
In a similar vein, Bryman (1995, 1999a, 1999b) identifies the ‘McDisney
theme park’ in which organizational principles of efficiency, control, calcu-
lability, predictability, and rationality reign. Of particular interest for the
analysis of Groove is how some of these features carry redundantly across
domains into more sectors of society, such that Disney attempts to ensure
an overwhelmingly positive Disney gaze (Bryman, 1999a: 106), whether at
its theme parks, in movie theaters, or in its own suburban development
(Celebration, FL). Groove presents an exoticized ‘Lake Wobegon’ where
all the men are strong, all the women are beautiful, and all the children are
above average. To go to the theater to see a Disney movie is to act upon
the expectation of being entertained happily – no matter how implausibly.
This predictability is effected by the scripting of Disney attractions in a form
so textual as to resemble critical discussions of European travel in the
Orient (e.g. Gregory, 1999; Said, 1979). As cinematic travelers, we are
primed in advance for our theater experience by Disney merchandise
associated with the film, by the film’s trailers on television, and by preview
film reviews. Disney published a US$3.49 child’s ‘Special Collector’s Issue’
for Groove in its Disney Adventures cartoon pocketbook series, providing
a ‘sneak peak into Disney’s new animated movie’. Disney and McDonald’s
partnered to produce a series of six toys of the main characters in Groove
(Kuzco, Kuzco as llama, Yzma, Yzma as kitty cat, Kronk, Pacha) for child
consumers. We enter the theater and encounter a carefully produced site
and sight. Groove has been signposted so that its virtual tourists can find
the movie’s sites and ‘locate them within an imaginative landscape where
they become meaningful as “sights” ’ (Gregory, 1999: 116). This scripting is
all the easier when the appropriated ancient place is left anonymous –
unlike, for instance, the real and assertive Egypt that was encountered by
European tourists and that had its own ‘dense materiality’ (see Gregory,
1999: 145).
Cubitt (2000), too, has written critically about the processes by which the
world loses its reality. He has specifically addressed the issue of simulation
in terms of Baudrillard’s (1983), Eco’s (1986) and others’ analyses of
Disneyland, the epitome of simulation, a place that exists only in order to
be photographed, a composite of ‘places’ simulated from foreign reality.
Cubitt (2000) finds commonality in these earlier assessments of Disneyland
(visitors are passive; the producers of Disneyland accomplish their goals
consistently; Disneyland exemplifies the fake and hyperreal), but he chal-
lenges these studies through his own deconstruction of the newer, larger,
more corporate, more diversified, more ambitious sister site(s) in and
around Orlando, FL. Cubitt argues, for instance, that some of Disney
World’s animatronic ‘cast members’ (employees), who are paid (poorly) to
espouse a tightly controlled script, improvise narratives and engage in
02 Silverman (JG/d) 1/10/02 2:09 pm Page 303
society wrought by the Spaniards. In the early twentieth century, the Incas
were reclaimed, revalorized and (re)presented as the greatest of all civili-
zations by Peru’s indigenista movement (as exemplary see the oeuvre of
Luis E. Valcárcel, in Valcárcel, 1981: 425–55); incanismo is still dominant
in Cuzco politics and culture (see Silverman, 2002). In the early 1940s the
Incas were produced as a benevolent socialist empire (Baudin, 1944) and
subsequently, from a less benign Marxist perspective, as an exploitative pre-
capitalist state (Patterson, 1991). In the 1940s and 1950s at the height of
American culture history the Incas were produced ‘factually’ in time and
space (e.g. Rowe, 1946, 1970). From the 1960s through the present, struc-
turalist-cognitive (e.g. Zuidema, 1964), sociopolitical and, arguably,
Andean-reifying (e.g. Morris and Thompson, 1985; Murra, 1975, 1980)
paradigms have became important. In the 1980s, a comparative and formal-
ist economic approach gained some popularity (e.g. D’Altroy and Earle,
1985) as attention shifted away from the core to the peripheries of the Inca
Empire (e.g. D’Altroy, 1992). In today’s ethnically wracked and extraordi-
narily inegalitarian world, scholarly production of the Incas emphasizes
ethnogenesis, social identity and materialized sociopolitical hierarchy in a
multiethnic context (e.g. Bauer, 1991, 1992; Covey, 2000; Hayashida, 1999).
As Isbell (1995) has acutely observed, the Andean past is ‘as you like it’ in
accordance with one’s chosen theoretical framework and ethnographic lens.
But, I am not equating the changing paradigms of archaeology with
Disney’s gaze. It is important to recognize that archaeologists of all theor-
etical persuasions are talking about the Incas who are known to have
existed 500 years ago and whose material remains are unanimously
identified. Among scholars, interpretations over state formation and
imperial organization vary, but not the definition of Inca. There are tangible
material remains that can be excavated, notwithstanding the intellectual
construction of the past from a labile present perch.
scale, the simplicity stays . . . . Yes, that’s one thing we noticed about the Inca
design work, it was always very bold and often the creatures had a rather
strange expression, slightly scary and also funny at the same time . . . . The
front of the palace came from a small gold statue about six inches high. We
were just stunned by all the Inca design work we found . . . . We saw that
tapestries are covered in whacky animal designs and also pottery and
goldwork. We just wanted to take that as inspiration and use their designs in
other ways.
‘We were just stunned by all the Inca design work we found.’ The Disney
team may have been astounded with their discovery, but ‘found’ is an
imperialist and appropriating action when vernacularly and scientifically a
culture is already known. Indeed, this is the complaint frequently levied at
Hiram Bingham who ‘found’ Machu Picchu in 1911, a grand Inca site well-
known to local inhabitants. The ‘whacky animal designs’ are incongruous
only to those unfamiliar with their cultural-iconological significance. The
appropriation is complete in the team’s use of ancient Peruvian art as ‘inspi-
ration’ for redesign.
Moreover, if we compare the images in Groove with their real archaeo-
logical prototypes, we see that Groove’s appropriation of ancient Peruvian
art and technology is specific at the same time that it is conflated. Actually,
the only aspects of Inca material culture that are used in the film are stone
masonry, one particular textile design that becomes a tile floor, and a silver
goblet on a table. The other decorative art in the film is derived from
various non-Inca and pre-Inca objects. The range of time and archaeo-
logical cultures implicated is 3000 years and at least 275,000 km2. The non-
Inca and pre-Inca originals could only have caught the eye of the research
team in Lima’s museums (I assume that the research team had to spend a
night in Lima before taking a morning flight to Cuzco and also upon their
return and that this provided the opportunity to visit museums) and/or in
art books. Indeed, given the complex and fast-moving iconography of
Groove and the deliberate bombardment of the audience with visual
stimuli, it is perplexing that the production team states in the deluxe DVD
audio commentary that they constantly strove to ‘simplify action for clarity
and readability’ by the audience, so as to not ‘overwhelm’ the public with
images. Here I would argue that we again have an excellent case of hyper-
reality. The legibility sought by Disney is two-fold: that the plot be easy to
follow (which it is) and that the supporting iconography be generically
precolumbian or, for the truly uneducated viewer, merely exotic (which it
is). In Disney’s hands, Groove so significantly departs and appropriates
from the archaeologically known Inca Empire and other precolumbian
civilizations of ancient Peru, that it is a textbook example of hyperreality
and simulacra.
Perhaps the best example I can give of Disney’s wanton rampage
through ancient Peru is the deluxe DVD’s audio commentary discussion
02 Silverman (JG/d) 1/10/02 2:09 pm Page 310
place of reality? Cubitt (2000) argues for a critical and selective use of the
concept of simulation and shows it to have an important political aspect.
That aspect is manifest in the manipulation of Cuzco today by local,
national and international agents of international tourism and economic
development (see Silverman, 2002).
Among Groove’s professional and avocational film critics, more than half
thought it relevant to geographically/culturally situate the action between
Emperor Kuzco and Pacha. But not all of the localizations were accurate;
some were contradictory; and some showed a shocking lack of knowledge.
Among the more egregious in the latter category were ‘Mayan, or Incan or
something . . . at an Aztec jungle diner’ (Kerry Douglas Dye, in Leisure-
Suit.net); ‘some mythical pre-Columbian Central American kingdom’ (Joe
Baltake, 2000); ‘a mythical mountain kingdom that, by appearances, at
least, seems to have been inspired by the ancient Aztecs and Mayans’
(Jeff Vice, 2000); ‘some pseudo-Aztec country’ (Vincent Haig in
WHSmith.co.uk); and ‘Aztec setting . . . Aztec prince’ (The Film Critiquer,
7 February 1999: http://www.thefilmcritiquer.com/the_film_critiquer/
Animation_Previews/Kingdominthesun.htm). The comment that most
annoyed me in my survey of reviews was made by the distinguished critic,
Roger Ebert (Chicago Sun-Times, 15 December 2000). Although he liked
the film and correctly set the action in ‘a mythical kingdom somewhere in
South America’, he says that Emperor Kuzco’s name ‘sound[s] like a
discount store’, ignorant of the fact that this really was the name of the Inca
capital city.
I am especially interested in the comments of three reviewers of Groove.
Writing for the Toronto Sun on 15 December 2000 (http://www.mrqe.com/
lookup?emperor%27s+new+groove), Bob Thompson complained that the
‘mythical Inca-like mountain kingdom’ was ‘barely etched and not-quite
realized’ by Disney. Similarly, MaryAnn Johanson observed that ‘while the
film’s environment may be pre-Columbian, it could well be almost
anywhere – the pseudo-Inca setting is lovely and colorful, but it serves only
as a backdrop to an essentially timeless, placeless story . . . . Groove feels
no need to treat its setting with much semblance of reality, which allows all
sorts of modernalia, from theme-park roller coasters to roadside diners’
(http://www.flickfilosopher.com). A pseudonymous ‘rogue librarian’ per-
spicaciously observed on the joblo.com website on 19 December 2000 that
Groove ‘fits into any cultural environment and time period . . . . That it’s
supposed to be Incan/Mayan doesn’t matter: it could have been set in
Hugenot France or Imperial Russia or 1980s Japan and it would still be the
02 Silverman (JG/d) 1/10/02 2:09 pm Page 312
same story. Which is why it doesn’t matter that voices are all American-
ized.’ But it does matter.
In Place and Placelessness, Edward Relph (1976: 82) identifies ‘an inau-
thentic attitude to place [which] is essentially no sense of place, for it
involves no awareness of the deep and symbolic significances of places and
no appreciation of their identities.’ Placelessness ‘does not acknowledge
significance in places’ (Relph, 1976: 143). Relph’s statement clearly
describes the inauthenticity and placelessness of Groove. Indeed, Randy
Fullmer, the film’s producer, stated that as the production team discussed
particular details, such as whether or not to show a wheel since the Incas
did not use the wheel, ‘We realized at the end of that day we were taking
this film way too seriously’ (Entertainment Weekly, 18 August 2000: 92).
Disney made a midcourse correction with the result that a non-identifiably
familiar, but undeniably ancient, south-of-the-border civilization-cum-
pastiche was created.
Placelessness is a symptom of a self-conscious attitude which ‘consists
especially of a relationship between man and objects in which the objects
are created and produced solely for consumption by a mass public’ (Relph,
1976: 82). It is in this framework that we should understand the tight linkage
between Disney’s animated movies (such as Groove), Disney’s retail
marketing around those movies, and Relph’s placelessness. Disney, an
economic and ideological corporate activist, is manipulating media to
deliberately create and encourage placelessness and, by so doing, ‘weaken-
ing . . . the identity of places to the point where they not only look alike
but feel alike and offer the same bland possibilities for experience’ (Relph,
1976: 82) – whether Celebration, Florida or Kuzcotopia.
Although Groove is placeless, within the movie’s action Pacha’s village
is explicitly placeful. Pacha defends his family’s right and desire to live there
in words evocative of the keenest anthropological descriptions of sense of
place. He says, ‘When the sun hits just there, the mountain sings.’ The
mountain anchors their social life. It is dwelling in its most Heideggerian
sense, ‘not just living in place but also [the] ways of fusing setting to situ-
ation, locality to life-world’ (Feld and Basso, 1996: 10). Yet for Emperor
Kuzco, who wants to destroy Pacha’s village to build his own private estate-
resort, the mountain does not sing and, ultimately, one mountain is the
same as any other.
The placelessness of Groove extends to Disney’s appropriation of char-
acter names, done without any regard for their cultural significance. As
Pratt (1992: 33) realized, the act of naming is an assertion of power: ‘the
naming, the representing, and the claiming are all one; the naming brings
the reality of order into being’. Emperor Kuzco’s name is taken from the
capital city of the Inca Empire, Cuzco or Cusco (in Spanish)/Qosqo
(Quechua). Disney’s use of ‘K’ in Kuzco is particularly notable since the
letter does not exist in Spanish and Quechua was an unwritten language,
02 Silverman (JG/d) 1/10/02 2:09 pm Page 313
thereby doubling distancing the emperor’s name from the ancient people
and site. Pacha is an impossible name for a peasant of the Inca empire.
Pacha is an untranslatable, complex, polysemous Andean concept that
simultaneously denotes ‘earth, world, time, place’ (Salomon, 1991: 14).
Pacha is ‘the world as a given arrangement of time, space and matter’
(Salomon, 1991: 15). The concept is found in the names of the legendary
builder of imperial Cuzco and ninth Inca emperor, Pachacutec (‘he who
shakes up the world’), and at the great oracular pilgrimage shrine of Pacha-
camac (the deity ‘World Maker’) on the central coast. Chicha (Pacha’s wife)
is the name of a beer brewed from fermented maize that was a ceremonial-
ritual beverage consumed in the prehispanic Andes and still drunk today.
Yzma (the evil advisor scheming for the throne) must be Yschma, the name
of the late prehispanic central coast polity where Pachacamac was located.
Kronk is a completely made up name, though his appearance is clearly
derived from running warrior figures painted on north coast Mochica
pottery dating to ca. AD 400–600 (see, for example, Donnan and McClel-
land, 1999: Figure 4.105).
Tenuously, too, I would suggest that it is ethically easier for Disney to
profit from Peru’s archaeological patrimony by not naming the model for
the film’s mythical empire. The Peruvian state does not hold a copyright to
the reproduction of its stunning ancient heritage. Indeed the National Insti-
tute of Culture can barely enforce national laws that prohibit looting and
require permits for the temporary export of pre-Columbian works of art.
Given that the sale of illegally removed Peruvian antiquities continues
unabated on the international art market even though the geographical
provenience of these pieces is known, and considering that Peru receives
no royalty for the coca in the name Coca-Cola even though its own plant
was once an ingredient in the secret formula, there appears to be no hope
that Peru can profit from Groove in the absence of an explicit acknowl-
edgment of the Incas and Cuzco in the film.
Rather than being dismissed from the project, as he thought would happen,
Dindal and Fullmer decided to listen to him and have Kuzco build a little
house appropriate to the community where Pacha lives. Dindal states that
they realized their planned ending ‘was really socially irresponsible, not
ecologically friendly at all’. He credits Sting with ‘saving us’. Dindal also
says that Sting convinced the Disney team to ‘respect indigenous cultures’
and not ‘force our culture on other cultures’. Dindal’s and Fullmer’s
comments about the revised ending are full of irony since, in acceding to
Sting, Disney executives were suggesting that giant theme parks should not
be built where local people might not want them and that a powerful
contemporary empire (Disney) might well have to be publicly accountable
and less culturally imperialist.
■ CONCLUSION
Pacha’s village ‘beautiful with shapes that are round and calm . . . peaceful’
– to me, as if trying to recapture the ideal, naive, stable, prosperous small-
town America of the 1950s, but in a different setting.
Because Groove is based on a real place, time and society, and because
the making of the movie involved a research trip to Peru, we also can
consider Groove to be a form of travel writing and cultural translation. As
such it is amenable to critical treatment as applied by, for instance, Said
(1979), Pratt (1992), Duncan and Gregory (1999) and Rojek and Urry
(1997) to other-toured cultures. The irony should not be lost that Disney –
creator of the paradigmatic theme park tourist industry of the late twenti-
eth century – spawned its own real tourists: its production team who went
to Peru and came back with photographic, pencilled, and crayoned images
of happy contemporary domestic Andean subjects whom they morphed
into ancient ones. Like Pratt’s (1992: 7) ‘seeing-man’, their eyes passively
surveyed the Cuzco region and possessed it in imagery that was then
animated according to their script without any encumbrances from natives,
living or dead. Certainly, the Disney team did not ‘dwell-in-travel’, to use
Lury’s (1997) term. Rather, theirs was a ‘hit-and-run trip’ to acquire the
objects (Lury, 1997) and first-hand knowledge necessary for the
visualization of the movie. In the deluxe DVD’s supplemental disk, we see
the most important of these trophies – color photographs – prominently
displayed in wall panels along the corridors of the Disney studio where
Groove was produced. In keeping with this line of argumentation, it can
also be argued that seeing Groove is virtual travel and owning a VHS or
DVD copy of Groove is a form of ‘object of travel’ practice, once removed.
And yet, to play devil’s advocate and to return to my basic contention,
Disney’s conscious non-identification or non-naming of Peru in Groove
may well reveal the company’s doubts about its clientele’s level of global
cosmopolitanism (Lury, 1997).
What becomes readily apparent in this critical travel approach is that
‘the forces of cultural production and reception are not equal’ (Giroux,
1999: 9). It is Disney telling a story about ancient, albeit anonymous, Peru.
And because ‘these films possess at least as much cultural authority and
legitimacy for teaching roles, values, and ideals as more traditional sites of
learning . . ., Disney films . . . help children understand who they are, what
societies are about . . . . The authority of such films in part, stems from
their unique form of representation and their ever-growing presence . . .
such authority is also produced and secured within a media apparatus
equipped with dazzling technology, sound effects, and imagery packaged
as entertainment’ (Giroux, 1999: 84). The public who receives Disney’s
message then creates its own images of these (re)presentations based on
‘Disneyknowledge’. Moreover, we must consider the poststructuralist
critique of how cultural texts, even those as highly polished as Disney’s,
are never seamless. There exists the possibility of creative misreadings and
02 Silverman (JG/d) 1/10/02 2:09 pm Page 317
economic might and political wherewithall to carry out its agenda. There
is the equally well-known conservative Disney that pushes family values
and the ‘American way of life’ which, in Disney’s hands, is homophobic,
capitalist, traditionally gendered and autocratic. There is the related
imperialist Disney that is aggressively opening foreign markets for its
diversified products. There is also the tentatively or calculatedly enlight-
ened Disney, which subtly permits a message of ecological balance to be
aired in Groove and which is currently promoting wildlife reserves. In this
article, we have seen examples of all of these Disney ideologies. As Giroux
has noted, ‘Disney culture, like all cultural formations, is riddled with
contradictions . . . Disney culture offers potentially subversive moments
and pleasures in a range of contradictory and complex experiences’
(Giroux, 1999: 5).
The easy conflation of time, space and society created by Disney and
accepted by viewers of Groove is explicable as a result of the style of this
movie, which is homogenizing and iterates the Bob Hope and Bing Crosby
‘Road to [Wherever]’ feature films in their shared genre of riotous action,
quick-witted story line, music and brilliant color. The differences that make
the invented societies worth animating are, at the same time, minimized or
inconsequentialized in fulfillment of the dominant Manichean moral of the
movies: good versus evil, cooperation versus individualism.
Disney appears obsessed with remaking a pristine, innocent past
(Bryman, 1995). But there is a fundamental difference between Disney’s
recent animated movies about mythical, never-existed people or places,
such as Hercules (ancient Greece), Aladdin (ancient Islamic Iraq), Mulan
(ancient China) and Atlantis (ancient sunken continent), and movies such
as Groove (and Road to El Dorado by DreamWorks, 2000), which concern
ancient societies about which there are archaeological, historical and ethno-
historical data. Walt Disney once said, ‘We just make the picture, and let
the professors tell us what they mean’ (quoted in Bell et al., 1995: 1). This
is disingenuous. As others have argued and as I have reframed in this
article, conscious ideologies are at work behind Disney’s seemingly ahis-
torical and apolitical movies. Indeed, Schickel (1968: 227) observed that
Walt Disney appropriated, ‘but that process nearly always robbed the work
at hand of its uniqueness, of its soul . . . . In its place he put jokes and songs
and fright effects . . . . He came always as a conqueror . . . . It is a trait, as
many have observed, that many Americans share when they venture into
foreign lands hoping to do good but equipped only with knowhow instead
of sympathy and respect for alien traditions’ (Schickel, 1968: 227). In
Groove, we clearly see the validity of this criticism.
Perhaps most alarming about the educational value professed by the
Disney enterprise is that in this genre of animated films Disney ‘makes a
claim on the future through its nostalgic view of past’ (Giroux, 1999: 88).
This is true not only in Disney’s Norman Rockwellized America, but for
02 Silverman (JG/d) 1/10/02 2:09 pm Page 319
every real country that has served as a model for the transnational media
corporation’s creative animation genius. There should have been nothing
boring to Roy Disney about making an animated version of the Inca
Empire and its myths, replete as it would have been with artistically legiti-
mate inaccuracies. And, indeed, a tremendous amount of archaeological
research is obvious in the movie, most notable – in my opinion – in the
hilarious ‘bride scene’ which must be based on some knowledge of the aclla
(chosen women; see Silverblatt, 1987) as well as female motifs painted on
Inca pottery (see Fernández Baca, 1973: Figs. 323–9, 333–4, 336). In fiction-
alizing Cuzco-Machu Picchu to the point of anonymity, Disney has not told
a story about some mythical kingdom that never existed, rather Disney has
denied the Inca Empire which did. Whereas the genre of historical movie,
with all the faults of veracity that its films have, contributes positively to
knowledge and curiosity about the past, such cannot be the result of Groove
because the movie is explicitly set in a mythical kingdom. Moreover, the
form or medium of Groove (animation) must necessarily influence our
perception of its content. Cartoon animation fictionalizes as well as trivial-
izes history into entertainment and unreality to a far greater degree than
movies with human actors whose very tangibility supports the veracity of
the story being told.
Why is this important? Ultimately, the answer can be expressed best by
quoting Walter Benjamin’s (1968: 255) fifth thesis on the philosophy of
history: ‘every image of the past that is not recognized by the present as
one of its own concerns threatens to disappear irretrievably’.
Acknowledgements
I am immensely grateful to Dr Amy Aidman (Institute of Communications
Research, University of Illinois at Urbana-Champaign) who encouraged me to
pursue the ideas expressed in this article, provided valuable literature references
and incisive comments on Disney, and gave generously of her time and knowledge
to discuss the topic with me. David O’Brien (Department of Art History,
University of Illinois at Urbana-Champaign) was a critical reader of the original
manuscript and helped me hone various arguments. Scott Hutson and anonymous
reviewers motivated me to more fully explore the theoretical dimensions of the
Disney case study and their input is appreciated. My thanks to Lynn Meskell for
permitting me to revise the manuscript. I alone am responsible for the article’s final
form.
References
Aidman, A. (1999) ‘Disney’s “Pocahontas”: Conversations with Native American
and Euro-American Girls’, in S. Mazzarella and N. Odom Pecora (eds) Growing
Up Girls. Popular Culture and the Construction of Identity, pp. 133–58. New
York: Peter Lang.
02 Silverman (JG/d) 1/10/02 2:09 pm Page 320